Abilities

Piltover's Tools

At the beginning of the game, Seleos can get one out of three tools for free, each having a unique active so that his Q isn't completely useless early on. The three items have a range of 700. When you reach level 9, you can buy an upgrade for 1k gold.

Also, each activable item grants him 5% cooldown reduction. All active items with the exception of the ones from that passive benefits from cooldown reduction at a one third effectiveness.

Ability Details

-Fire Orb

Shoots a fireball at one target, dealing 70 (+10 per level of the champion and 0,4 AP) magic damage and 12 (+1 per level of the champion) % of that amount in the next 2 seconds.
Upgrade : Unique Passive : 60 Ability Power.

Cooldown : 9 seconds

-Steel Veil

Shields the targeted allied champion for 50 (+0,5 AP) damage. The shield lasts for 4 seconds. While the shield is active, 5 (+0,015 AP) % of the damage taken by the shield are redirected to the attacker.
Upgrade : Unique Passive : If you don't take health damage for 35 seconds, passively generate a non-limited duration shield equivalent to the one from the active.

Cooldown : 12 seconds

-Stun Mine

Put a stealth trap with no visible frame at the set up. The trap, if revealed, can be killed in one hit and grants the killer 3 gold. When an ennemy champion walks on the trap, he takes 60 (+5 per level of the champion) magic damage and is stunned for 1 second. You can have up to three charge on this item, generating a charge every 10 second. Someone who is affected by a mine cannot be affected by another for the next 10 seconds.
Upgrade : Unique Passive : When an ennemy champion is hit by a mine, he suffers from Grievous Wounds and takes an additional 15% damage from all source for 1,5 second.
Cooldown : 1 second

Technical Improvement

COST: 50/60/70/80/90 mana

COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12

Active: Empowers the next item's active Seleos will use, increasing everything the active does (as well damages as effects and durations) by 10/15/20/25/30% (+2% per 100 AP) (Toggle actives will stay buffed until you turn them off)

Active: Whenever you activate this spell, it reduces active items cooldown by 5 seconds (with the exception of the ones from your passive) Drops coins on a 150-radius area, dealing 100 (+0,2 AP) % of your stacks as magic damage.

Great Summoning

RANGE: Variable

COST: 150/125/100 mana

COOLDOWN: 200/180/160

Active: Uses the quintessence of your art to empower your next summoner spell. The used summoner spell will share Gret Summoning's cooldown.

Ability Details

-Grand Guard (Barrier)

Shields you for 190 (+20 per champion level) (+0,5/0,6/0,7 AP) and reduce damage taken by 20% during 3 seconds.

-True Sight (Clairvoyance)

Reveals the entire map for 5 seconds. When Great Summoning is at Rank 3, grants true sight instead of simple vision.

-Illumination (Clarity)

Restores 40% (+4% per 100 AP) of nearby allies' mana, including you.

-White Wind (Cleanse)

Removes all debuffs affecting you and your allies in a (0,3 AP) radius. Grants 65% resistance to the incoming disables to all allies in a (0,6 AP) radius for 2/2,5/3 seconds.

-Faint (Exhaust)

Stuns the target for 2 seconds. When the stun ends, the target will suffer from a classic exhaust for the next 3 seconds.

-Blink (Flash)

Just like a flash, but with a range increased by (0,75 AP). Also, the animation cannot be seen without vision.

-Templars (Garrison)

Same effect as Garrison but your towers and minions deals true damage instead of their normal type, for the duration of the spell.

-Wall Hack (Ghost)

For the next 3/4/5 seconds, you gain (3% per 100 AP) movement speed, and you can go through absolutely anything. If you are on a wall at the end of the effect, you'll be teleported to the nearest unoccupied position.

-Rejuvenate (Heal)

Heals the caster and allies in a 300-radius by 300/600/900. Heal reducing effects are half as effective on this heal.

-Inferno (Ignite)

Adds a 0.08/0.10/0.12 AP scaling per second to your ignite.

-Walking Dead(Revive)

Revives you where you died for 20/25/30 seconds. If you don't make it to your fountain before the end of the effect, you'll remain dead and your respawn timer will continue from where it stopped.

-Godly Touch (Smite)

Allow you to use smite on an ennemy Champion at 50/60/70% of it's potential or on a jungle mob for an additional 100%.

-Presence (Teleport)
You can teleport to allied champions/to ennemy wards, turrets, champions and ward substitutes/anywhere. Presence has a casting time of 3 seconds and can be cancelled by Hard CC.

Note

All icons used are placeholders, I'm working on it at the moment. Actual icon and (maybe) artwork will be here as soon as possible.